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		<title>Infinity Blade</title>
		<link>http://www.calen.ca/2011/02/infinity-blade/</link>
		<comments>http://www.calen.ca/2011/02/infinity-blade/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 04:53:19 +0000</pubDate>
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		<guid isPermaLink="false">http://www.calen.ca/?p=188</guid>
		<description><![CDATA[Infinity Blade is an Phone/iPod game developed by Chair Entertainment, a subsidiary of Epic Games. It is a touch based fighting game with RPG elements that is known for being the first iphone/ipod game to use Epic&#8217;s version of the Unreal Engine for iOS. Dialogic History Infinity Blade is the first full fledged game to [...]]]></description>
			<content:encoded><![CDATA[<p><em>Infinity Blade</em> is an Phone/iPod game developed by Chair Entertainment, a subsidiary of Epic Games. It is a touch based fighting game with RPG elements that is known for being the first iphone/ipod game to use Epic&#8217;s version of the Unreal Engine for iOS.</p>
<p style="text-align: left;"><img class="aligncenter size-full wp-image-197" title="InfinityBlade" src="http://www.calen.ca/wp-content/uploads/2011/01/s1-e1295567267122.jpg" alt="" width="500" height="375" /></p>
<h2>Dialogic History</h2>
<p><em>Infinity Blade</em> is the first full fledged game to be released for iOS (iPod Touch/iPhone/iPad) using Epic&#8217;s Unreal engine. The console/PC version of the engine powers popular games like the Mass Effect Series, the Unreal Tournament series, the Gears of War series, Borderlands and Batman: Arkham Asylum. It is known for being an AAA game engine used in big budget games as well as a few indie games. This pedigree is important to place <em>Infinity Blade</em> as, in addition to the engine&#8217;s console roots, Epic released a tech demo called <em>Epic Citadel</em> to showcase the Unreal 3 engine on iOS devices. So, before anyone had even played the game there were graphical expectations. Players were looking for an almost console quality graphical experience and hoping for a game to go along with it. Gameplay-wise it borrows from fighting games and RPGs. The character progresses through a linear series of battles against single opponents. Travel between battles is initiated by the player  but the character is only fully controlled by the player during the battles. experience points (XP) are accrued to upgrade the character and gold is gathered to upgrade weapons. Battles themselves involve reducing the opponents health to zero using attacks, blocks, dodges and parries, similar to games like <em>Street Fighter</em> and <em>Mortal Kombat</em>, though the camera position (over the player character&#8217;s shoulder) if more akin to action or RPG games.</p>
<h2>Chronotope</h2>
<p>As with <em>Road Blaster</em>, <em>Infinity Blade</em> uses time and space in an interesting way, both to tailor the game to the iOS platform and for gameplay mechanics. The game is played from the perspective of successive sons in a lineage of knights trying to defeat the God King. The game starts with the player character vowing to avenge his father (spoiler: killed by the God King), overlooking a crumbling castle on a nearby hill. The knight works his way through the castle defeating the God King&#8217;s minions. The bulk of gameplay is in these confrontations. They are manually initiated by the player and, when so initiated, health bars appear. The knight must reduce the enemy&#8217;s health to zero. This is done by swiping a finger across the touch screen to swing the sword to attack or parry or tapping the edges of the screen or a shield iconto dodge and block. During these fights analyzing the game space and timing movements is key to victory. Blocks and parries must be performed at the right time and in the right direction or the knight will take damage. During the fights both the knight and the enemy remain stationary, only trading blows. Between fights, however, hotspots in the world will show up, showing where the knight can move next. tapping a hot spot initiates an animation, moving the knight to the next location or battle. There is no free movement in the game, except moving the view, and this is how gold and items are gathered. At all the stops and during some of the walking scenes the camera can be moved and tapping gold bags seen in the game world will give their contents to the player. Some gold bags are only glimpsed briefly and must be grabbed then, or will be missed. In this way, the player must pay attention to a linearly confined space to get the best character bonuses. Additionally the various pieces of armour that the player can buy have bonuses giving more gold, or having bonus items like health potions or pieces of armour appear instead of gold. If the knight dies during any of these fights, the player can go back to the last check point or restart the castle. Once the player initiates the battle with the God King, however, death is permanent and means restarting the castle as a descendant of the slain knight. keeping all of his XP and armour. The God King starts the game at level 50, so the player is meant to die the first few times. Additionally, each time the God King is slain the he becomes stronger on the next playthrough, effectively making the came an infinite loop. This approach allows the developers to make a relatively short game in a small space remain compelling, since the battles are the bulk of the gameplay and they get stronger each playthrough and the knight gets better gear. So, the game is a linear, constrained experience, in an essentially infinite cycle, the bulk of which, gameplay-wise, is in battles where the player must react to timed cues from enemies to be successful.</p>
<h2>Interaction</h2>
<p><em>Infinity Blade</em> is another iOS game that plays to the strengths of the touch screen. Interaction is by tapping and swiping the screen, which feels very natural for the sword fights (though fingers can get in the way of viewing the screen) and the game is presented in third person, so it&#8217;s almost as if the knight is a sword puppet who follows the player&#8217;s on-screen actions. Additionally, by having the option to look around during and collect things walking scenes, when there is no real control exercised over the knight, it makes these scenes feel less like static cinematics and more engaging.</p>
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		<title>Road Blaster</title>
		<link>http://www.calen.ca/2011/01/road-blaster/</link>
		<comments>http://www.calen.ca/2011/01/road-blaster/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 21:56:31 +0000</pubDate>
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				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.calen.ca/?p=173</guid>
		<description><![CDATA[Road Blaster is a Laser Disc game from 1985 wherein the player takes on the role of a vigilante trying to take down an outlaw gang responsible for the death of his girlfriend/wife. The reviewed/analyzed version is the 2011 re-release for the iPhone/iPod Touch. Dialogic History Road Blaster is a historical relic. It was originally [...]]]></description>
			<content:encoded><![CDATA[<p><em>Road Blaster</em> is a Laser Disc game from 1985 wherein the player takes on the role of a vigilante trying to take down an outlaw gang responsible for the death of his girlfriend/wife. The reviewed/analyzed version is the 2011 re-release for the iPhone/iPod Touch.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/I9CdbIbiyr4?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/I9CdbIbiyr4?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<h2>Dialogic History</h2>
<p><em>Road Blaster</em> is a historical relic. It was originally an arcade game and is completely made up of pre-rendered animated scenes. Scenes play and, at certain points, on-screen directions pop up, turn left, turn right, brake, or turbo. There is a narrow window in which to perform the action which, if accomplished, will trigger the next scene. If the player fails it switches to footage of the car getting destroyed. This game comes from a pedigree of Full Motion Video (FMV) games like Dragon&#8217;s Lair and Sewer Shark. These sorts of games were popular in arcades, then in homes when CD-ROM based systems were new, as it was the first time large amounts of video were possible in home console games. In that regard FMV games provide a level of immersion not previously possible by having full games made up of animated footage or live actors. Now, however, the game archaic and nostalgic. Even more nostalgic are the visuals, <em>Road Blaster</em> is an anime game (Japanese animation) and has a similar look to <em>Robotech </em>or <em>Gundam</em>.  So, <em>Road Blaster</em> is nostalgia, through and through, making an iPhone version of it an interesting case as it is a historical relic played on one of the newest platforms for gaming. It even takes advantage of the iPhone/iPod Touch&#8217;s gyroscope for control (more on that later). Despite the archaic nature of the game it stands up well as an iPhone game.</p>
<h2>Chronotope</h2>
<p>Space and time in <em>Road Blaster </em>are incredibly constrained. The game gives no control over them whatsoever. The player must perform specific actions at specific times to progress the game. This lack of control is necessary since the game is completely made of pre-rendered scenes that are triggered by the player. Essentially gameplay comes down to &#8220;press the right button to not die&#8221;. The player has a small window within which to perform the action shown on-screen. If performed correctly the game continues. This method works because the transitions are very smooth and the time windows within which the player has to act are very short so quick reactions are quickly rewarded with continued gameplay. This smoothness also comes from the control method, covered in the next section.</p>
<h2>Interactivity/Gameplay/Perspective</h2>
<p>Thomas H. Apperley cites the platform on which a game appears as being hugely important to the generic analysis of a game, and while I disagree with his generalization, I think it holds true for the iPhone/iPod Touch. Where home consoles (especially when Apperley was writing; in 2006, before the release of the Nintendo Wii) do not have marked differences in game options the iPhone/iPod touch does. It features a 3 axis gyroscope and a multitouch display with no buttons. <em>Road Blaster</em> uses the gyroscope and touch controls. The game presents a car dashboard with a steering wheel and a throttle lever. Tilting the device from side to side will move the steering wheel accordingly, though if no on-screen prompts are present the car will not turn. Touching the throttle allows it to be slid forward for turbo or back for brake. The responsiveness of these controls, even if no action is shown in the game, mask the linear nature of the game, and the tilt controls greatly enhance the experience. When a turn signal appears jerking the device left or right will initiate the next sequence and the physical action corresponds well with the game&#8217;s timing and smooth transitions. In this way fluid controls mask the linearity of the game and make it an engaging experience.</p>
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		<title>Super Crate Box</title>
		<link>http://www.calen.ca/2011/01/super-crate-box/</link>
		<comments>http://www.calen.ca/2011/01/super-crate-box/#comments</comments>
		<pubDate>Wed, 19 Jan 2011 17:28:36 +0000</pubDate>
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				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.calen.ca/?p=166</guid>
		<description><![CDATA[Super Crate Box is a freeware PC game made by Vlambeer, a Dutch indie game studio. In it, you collect crates while avoiding and dispatching enemies. The objective is to collect as many crates as you can in a given level. &#160; Dialogic History Super Crate Box is an intentional throwback to old arcade games. [...]]]></description>
			<content:encoded><![CDATA[<p><em>Super Crate Box</em> is a freeware PC game made by Vlambeer, a Dutch indie game studio. In it, you collect crates while avoiding and dispatching enemies. The objective is to collect as many crates as you can in a given level.</p>
<p><a href="http://www.calen.ca/wp-content/uploads/2011/01/screenshot_02-chicken-katana-standoff.png"><img class="alignnone size-medium wp-image-221" title="screenshot_02-chicken-katana-standoff" src="http://www.calen.ca/wp-content/uploads/2011/01/screenshot_02-chicken-katana-standoff-300x200.png" alt="" width="300" height="200" /></a></p>
<p>&nbsp;</p>
<h2>Dialogic History</h2>
<p><em>Super Crate Box</em> is an intentional throwback to old arcade games. The game is structured the same as <em>Mario Bros.</em>, enemies fall from the top of the level and travel in straight lines, reversing direction at walls, until they fall into the pit at the bottom, only to fall back down and repeat the process. Just like Mario it is your job to dispatch the enemies or avoid them (touching an enemy kills you), though the ultimate goal of <em>Super Crate Box</em> is collection of crates.</p>
<p>The Crate collection takes its cues from games like <em>Call of Duty: Modern Warfare</em> and the <em>Battlefield</em> series in the form of unlocks. The game keeps track of the total number of crates you have collected, even though the number collected during a single life is what determines your progress through the levels. At certain overall milestones new weapons are unlocked and immediately accessible.</p>
<p>The art style of the game is in keeping with the &#8220;nouveau retro&#8221; aesthetic of many recent arcade games. The graphics are simple and in the style of 8-bit or 16-bit games, but are drawn in a contemporary style and use more advanced animations and subtle effects like shading.</p>
<h2>The Chronotope</h2>
<p>Super Crate Box pits time and space against one another. In order to progress you must collect crates. They appear one at a time, randomly around the level. At the same time enemies patrol the level and if left alone will reach the bottom. Enemies that reach the bottom and return from the top are given a dramatic speed boost. Additionally, every time a crate is collected you are randomly given a weapon, so you might go from having a mini-gun to a pistol after collecting a crate. Thus to perform successfully you must navigate the space while avoiding enemies, but ensure that enemies are not given enough time to reach the bottom and return. The longer you play the more enemies appear, making crate collection and enemy control increasingly difficult. The frantic nature of the chronotope is the key gameplay mechanic in <em>Super Crate Box</em>, bringing all the other elements together for a frantic, challenging experience.</p>
<h2>Interactivity/Perspective/Gameplay Mode</h2>
<p>Super Crate Box controls is a 2D sidescroller and controls as such. You can move left and right, you can jump and you can shoot your weapon. The interactivity is defined by what you cannot control: your choice of weapon. You must collect crates to score points, unlock things and ultimately win, but each crate collected changes your weapon so you constantly have to adjust your play style. Using mines is very different from a bazooka, the latter having a large blast radius and the former requiring timing to have enemies trigger active mines. In the same way the katana is very different from the bazooka, the latter necessitating long range attacks due to its blast radius and the former being a melee weapon. The ridiculous pace of the game means you must constantly be aware of your weapon and adjusting your playstyle accordingly.</p>
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		<title>Thesis Reviews Abstract</title>
		<link>http://www.calen.ca/2010/10/thesis-reviews/</link>
		<comments>http://www.calen.ca/2010/10/thesis-reviews/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 16:38:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.calen.ca/?p=145</guid>
		<description><![CDATA[My upcoming MA Thesis involves devising a new theoretical framework for analyzing video games. This work comes from the plethora of genres into which games are broken down. Game theorists get hung up on analyzing and breaking down and devising new genres. This is an attempt to sidestep genre and analyze games through categories that [...]]]></description>
			<content:encoded><![CDATA[<p>My upcoming MA Thesis involves devising a new theoretical framework for analyzing video games. This work comes from the plethora of genres into which games are broken down. Game theorists get hung up on analyzing and breaking down and devising new genres. This is an attempt to sidestep genre and analyze games through categories that are present in all games, without the need for genre-like categorization.</p>
<p>It comprises three broad categories that are intentionally not broken down further. The ideas come from Mikhael Bakhtin&#8217;s work on the novel, as well as much more recent game studies.</p>
<h3>Dialogic History</h3>
<p>In Bakhtin&#8217;s essay, &#8220;The Prehistory of Novelistic Discourse&#8221;,  he outlines how the novel, as a genre, is made up of older genres, saying &#8220;What was created was a new and large multi-genred genre, one which included in itself various types of dialogues, lyrical songs, letters, speeches, descriptions of countries and cities, short stories and so forth. It was an encyclopedia of genres. (Bakhtin, p. 65).</p>
<p>This idea works equally well for video games, at least to trace their history. A given game will be made up of aspects of other media (film, literature, comics, etc.) as well as older games. This is helpful to consider first when analyzing a game because it situates the game within the video game form.</p>
<h3>The Chronotope</h3>
<p>Michael Holquist, editor of the English version of Bakhtin&#8217;s book, &#8220;The Dialogic Imagination&#8221;, describes the chronotope as &#8220;a unit of analysis for studying texts according to the ratio and nature of the temporal and spatial categories represented.&#8221; (Bakhtin, p.425) This concept can be applied directly to video games. All games have representations of space and time that are related and, after the dialogic history of a game, the chronotope shapes the game for the player.</p>
<h3>Perspective</h3>
<p>Video games are fundamentally different from other forms of media and while dialogic history and the chronotope can be supplanted from Bakhtin and used to analyze games effectively, interactivity is what sets games apart and must be considered. I&#8217;ve chosen to use &#8220;perspective&#8221; for this analysis and the perspective is the top level of interactivity, how the player sees themselves and the interactive world. Perspective is last in the three categories because it is informed both by the dialogic history and to a greater degree by the chronotope.</p>
<h2>Bibliography</h2>
<p>Bakhtin, M. (2008). <em>The dialogic imagination : four essays</em> (17th ed.). Austin: University of Texas Press.</p>
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		<title>New Witcher edition worthwhile</title>
		<link>http://www.calen.ca/2008/10/new-witcher-edition-worthwhile/</link>
		<comments>http://www.calen.ca/2008/10/new-witcher-edition-worthwhile/#comments</comments>
		<pubDate>Thu, 09 Oct 2008 17:52:33 +0000</pubDate>
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				<category><![CDATA[Columns]]></category>

		<guid isPermaLink="false">http://www.calen.ca/?p=139</guid>
		<description><![CDATA[Owen Sound Sun Times (On) Thursday, October 9, 2008 Last October a little known Polish developer, CD Projekt released The Witcher. The role playing game earned quite favourable reviews and IGN named it 2007 RPG of the year, but many critics cited numerous problems with the game that, if fixed, would have made it better. [...]]]></description>
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<h2><span style="font-weight: normal; font-size: 13px;">Owen Sound Sun Times (On) </span></h2>
<p>Thursday, October 9, 2008</p>
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<div>Last October a little known Polish developer, CD Projekt released The Witcher. The role playing game earned quite favourable reviews and IGN named it 2007 RPG of the year, but many critics cited numerous problems with the game that, if fixed, would have made it better.</div>
<div>CD Projekt took this criticism very seriously and spent a year addressing it all. The recently released The Witcher: Enhanced Edition fixes almost all the complaints against the game as well as adding new content &#8212; an art book, a CD soundtrack and a short story set in the game&#8217;s world. It&#8217;s one of the most compelling RPGs I have ever played. Not only that, but the Enhanced Edition overhaul is free for anyone who originally purchased the game as well as being available for purchase to newcomers. It&#8217;s great to see a developer who cares so much about their audience.</div>
<div>In The Witcher you play Geralt, one of the last remaining &#8220;Witchers&#8221; (roughly the same as a warlock, a male witch). The game begins with a battle in the Witcher stronghold where bandits steal some of their secret mutagens.</div>
<div>This forces Geralt to search the fictional world for answers and revenge.</div>
<div>The game plays similarly to many RPGs, but there are some interesting differences. Gameplay consists of wandering around, talking to locals to get quests and fighting monsters. Fighting experience allows you to level up and become more powerful. This is all standard RPG fare, but the combat itself is unique.</div>
<div>To attack a monster you click on it with the mouse, which initiates the attack, but unlike many RPGs where you click many times as fast as you can to attack, The Witcher is all about timing. After one click Geralt begins to attack, part way through his attack the mouse cursor will change to a flaming sword; clicking at that point continues the attack into a combo, while clicking when the mouse cursor isn&#8217;t flaming ends the attack without hitting the enemy.</div>
<div>On top of that you have three unique combat styles: one is effective against large strong enemies, one against small fast enemies and one against large groups of weak enemies. If you use the right combat style, your attacks are very effective, but picking the wrong one will severely weaken them.</div>
<div>These two parts to the combat make it very fun and engaging to fight the game&#8217;s enemies. You always have to pay attention to the combat so it keeps you the game fresh and fun.</div>
<div>The game&#8217;s fictional world really draws you in. The setting is much less a stereotypical fantasy world and more like a historical medieval world; buildings are in disrepair, people are hungry and poor, there is prejudice against non-humans and no character in the game is strictly good or evil, they all have somewhat murky personalities.</div>
<div>The world comes from a series of Polish fantasy novels, so it&#8217;s not surprising that it&#8217;s very well presented, but CD Projekt did an excellent job of working the mythos into the game.</div>
<div>Numerous times in the game you are forced to make decisions to further the plot, but the gritty</div>
<div>realism of the world makes these decisions difficult. Furthermore decisions have real effects on the story. For example, early in the game you encounter a trader who trades with a group of non-human rebels. You have to decide whether what the rebels are doing is wrong and whether to allow them to have supplies.</div>
<div>There are still some problems with the game. While the story is very good, it&#8217;s sometimes disjointed. There are times when it jumps forward in time without really explaining why Geralt has ended up where he has, but once he&#8217;s gotten there the story is great.</div>
<div>I also had the game crash a couple of times one of which was after a character&#8217;s face inexplicably turned charcoal black.</div>
<div>The Witcher is great. Despite its problems it&#8217;s one of the best PC RPGs out there and certainly the best this year. It&#8217;s a relatively unknown game by an unknown developer, but it&#8217;s got a great story, fun combat and a very interesting world. If CD Projekt keeps up the good work and the excellent fanbase support, they&#8217;re sure to become well known and fast.</div>
<div>But be warned, while The Witcher is an excellent game, it is a mature game.</div>
<div>The world and the story lend themselves very well to the mature nature and I think the game is better for it, but it contains violence, bad language, substance use and sexual themes. So if you&#8217;re over 17 and can buy the game, I highly recommend it &#8212; but it&#8217;s not one to share with the kids.</div>
<div>If you are looking for games for the kids, I recommend the</div>
<div>two new DS releases &#8212; LEGO Batman and Kirby Superstar Ultra.</div>
<div>LEGO Batman is from the creators of LEGO Star Wars and LEGO Indiana Jones and it doesn&#8217;t stray much from the LEGO formula: pick a couple Batman characters, blow through the levels building things, destroying things, fighting bad guys, then unlock more characters and do it again. Despite rehashing the mechanics of previous LEGO games, it&#8217;s got great graphics and is really fun. Any kid who likes Batman (and I sure do) will love it.</div>
<div>Kirby Superstar Ultra is a remake of the Super Nintendo game Kirby Superstar and it&#8217;s great. It&#8217;s got bright cartoony graphics, great tutorials and tons of mini games and with two copies of the game you can play almost all of it with a friend.</div>
<div>It&#8217;s the same generally idea as other Kirby games: You&#8217;re a pink puffball nd you can eat the bad guys to gain their powers. It sounds kind of weird, but it&#8217;s really fun and an especially good choice for kids.</div>
<div>I would recommend Kirby over LEGO Batman in terms of overall quality, but they&#8217;re both great games for kids of any age.</div>
<div><strong>Calen</strong> <strong>Henry</strong> is a graduate of Japanese studies and multimedia at McMaster University. He grew up in Owen Sound and has been a gamer since childhood. He is currently on an internship in Geneva, Switzerland.</div>
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<p>© 2008 Osprey Media Group Inc. All rights reserved.</p>
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		<title>&#8216;Spore&#8217; an evolution in gaming</title>
		<link>http://www.calen.ca/2008/09/spore-an-evolution-in-gaming/</link>
		<comments>http://www.calen.ca/2008/09/spore-an-evolution-in-gaming/#comments</comments>
		<pubDate>Thu, 25 Sep 2008 17:52:10 +0000</pubDate>
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				<category><![CDATA[Columns]]></category>

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		<description><![CDATA[Owen Sound Sun Times (On) Thursday, September 25, 2008 After years of hype &#8220;Spore&#8221; is finally out. It has been billed as &#8220;Sim Everything&#8221; and it&#8217;s by Will Wright, creator of &#8220;The Sims.&#8221; The development history and the high-profile creator have made it big news ever since it was announced and I think it was [...]]]></description>
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<h2><span style="font-weight: normal; font-size: 13px;">Owen Sound Sun Times (On) </span></h2>
<p>Thursday, September 25, 2008</p>
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<div>After years of hype &#8220;Spore&#8221; is finally out. It has been billed as &#8220;Sim Everything&#8221; and it&#8217;s by Will Wright, creator of &#8220;The Sims.&#8221;</div>
<div>The development history and the high-profile creator have made it big news ever since it was announced and I think it was worth the wait.</div>
<div>&#8220;Spore&#8221; is a great game. Parts of it are completely groundbreaking, other parts aren&#8217;t. It isn&#8217;t a wholly new experience, but what&#8217;s new is amazing.</div>
<div>In &#8220;Spore&#8221; you control an organism from its single-celled primordial origin to eventual galactic conquest. You play through five different stages: Cell, Creature, Tribal, Civilization and Space. Each stage is a different gameplay style, which keeps the action fairly fresh.</div>
<div>&#8220;Spore&#8217;s&#8221; real draw is in letting you design everything &#8212; your one-celled creature, your evolved creature, your buildings, your vehicles, even planets &#8212; as the game progresses. Not only that, but the game is constantly online, downloading other people&#8217;s creations and populating your game with them and sending your creations to other people&#8217;s universes. You never get to play the game with other people, but you&#8217;re always interacting with them. You can even create buddy lists so your game is more likely to download your friends&#8217; content. It brings a Facebook-like social component to the game.</div>
<div>The options for creating stuff and sharing it with other players are like no video game before it. It makes &#8220;Spore&#8221; as much a toy as a game and its great just for that, though the game is good as well.</div>
<div>You start the game as a generic cell, swimming around eating either plants or meat, attacking prey smaller than yourself and running away from larger predators. This stage plays like a top-down action game, similar to the PS3 game flow.</div>
<div>Collecting power ups from defeated foes allows you to customize your creature with everything from eyes and mouths to various defence mechanisms. As you swim around and eat, your creature grows, letting you take on predators you couldn&#8217;t before.</div>
<div>Right from the start you have immense freedom. You can make your creature in a variety of shapes and put its body parts anywhere. You can&#8217;t do much with a one-celled creature, but after you&#8217;ve sufficiently evolved you get to add legs and progress to the creature phase. The cell phase is quite fun, to the point that it&#8217;s over almost too quickly, but the creature phase is fun as well.</div>
<div>The creature phase plays like a third-person action game. You have a nest as a home base and have to either befriend or eradicate the other creatures on your continent. Befriending a creature lets you later recruit them as an ally to fight or impress other creatures with you, as well as letting you heal at their nests.</div>
<div>Hidden around the map are more parts for your creature, so exploration pays off. The creature parts get more in-depth in this stage, with different parts determining your speed if you can jump, glide, dance or sing (to impress other creatures) or how you attack and how strong your attacks are. The number of available parts in this phase makes building your creature very fun. Basically any creature you create will animate in a coherent, though sometimes hilarious, way. At one point my creature looked like a ridiculously tall bow-legged, reptilian giraffe.</div>
<div>It looked pretty silly when it moved, but the animation was convincing. After you&#8217;ve befriended or eradicated all the other creatures, your brain grows a bit more and you move on to the tribal stage after one last chance to tweak your creature.</div>
<div>Tribal stage is a simplified real-time strategy game. At the beginning you get to tweak your creature one last time and add clothes and accessories.</div>
<div>Then you form a village and enter organized society. The objective is the same as creature stage. You befriend or kill all the other tribes, but this time you have to gather food and discover new weapons or devices to interact with other tribes. It feels different than the creature phase, despite the similar mechanics, but it is somewhat repetitive. After taking care of all the other tribes you enter the civilization stage.</div>
<div>In civilization stage you get to design your town hall, your vehicles, your houses, factories and entertainment structures.</div>
<div>The goals branch out a bit. You now have commerce so you can trade with other cities to gain power. I found it easier just to make bigger guns and more of them than everyone else, but the other options are there.</div>
<div>This stage again feels like an even grander version of the tribal stage, but it&#8217;s still fun. Once you again take care of the other cities you venture into space and the game comes together.</div>
<div>The space stage is big and engaging. It&#8217;s by far the most fun stage, but it&#8217;s also the most daunting for casual players. You travel around a massive galaxy taking on missions from other intergalactic civilizations, befriending them, attacking them, buying them out. It plays like a huge RPG and there are tons of options.</div>
<div>The galaxy is massive with hundreds of solar systems to explore. As you play you unlock tools to alter planetary landscapes and sculpt the planets so they can become habitable and profitable. You can expand your empire peacefully or by using force. You can use money or diplomacy.</div>
<div>The game really shines at this stage and it&#8217;s tons of fun. It&#8217;s worth playing the game all the way through, since the evolutionary aspect is really neat, but the space stage is by far the most fun.</div>
<div>There are some problems with &#8220;Spore.&#8221; None of them ruin the experience for me, but they are noticeable. It&#8217;s rather disappointing that the actual gameplay isn&#8217;t very innovative, because the premise, creation tools and social interaction, all are.</div>
<div>It&#8217;s a fun game but in terms of the gameplay, you&#8217;ve done it all before. The first four stages leading up to the space stage can also get a bit repetitive. I found them fun, but did notice some of them getting a bit tedious. This is really only a hindrance to repeat play throughs, but the game makes you want to play it again because you make everything from scratch.</div>
<div>I highly recommend &#8220;Spore.&#8221; It&#8217;s pretty much an experiment in gaming; at its best it&#8217;s incredible and at its worst it&#8217;s pretty good.</div>
<div><strong>Calen</strong> <strong>Henry</strong> is a graduate of Japanese studies and multimedia at McMaster University. He grew up in Owen Sound and has been a gamer since childhood. He is currently on an internship in Geneva, Switzerland.</div>
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<p>© 2008 Osprey Media Group Inc. All rights reserved.</p>
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		<title>Strategy games a popular type</title>
		<link>http://www.calen.ca/2008/09/strategy-games-a-popular-type/</link>
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		<pubDate>Thu, 11 Sep 2008 17:51:24 +0000</pubDate>
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		<description><![CDATA[Owen Sound Sun Times (On) Thursday, September 11, 2008 Two weeks ago I ran through what makes a role-playing game. This week I&#8217;ll start with another popular type of game, especially for PC gamers. STRATEGY GAMES Strategy games are video game extensions of board games like &#8220;Risk.&#8221; They involve large-scale control of bases and units, [...]]]></description>
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<h2><span style="font-weight: normal; font-size: 13px;">Owen Sound Sun Times (On) </span></h2>
<p>Thursday, September 11, 2008</p>
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<div>Two weeks ago I ran through what makes a role-playing game. This week I&#8217;ll start with another popular type of game, especially for PC gamers.</div>
<div>STRATEGY GAMES</div>
<div>Strategy games are video game extensions of board games like &#8220;Risk.&#8221; They involve large-scale control of bases and units, military or otherwise.</div>
<div>Strategy games traditionally focus on gathering resources which are then used to build parts of your base and all your units until you can launch an attack to crush your opposition. There are three main types of strategy games:</div>
<div>Turn-based strategy: Turn-based strategy games most closely resemble Risk-style board games. Each player&#8217;s actions are divided into turns and the time taken to build units is measured in turns, not actual game time. These games also generally take place on a grid, so movement is restricted. Each unit has a set number of grid units it can move each turn, much like a board game. A player&#8217;s turn consists of moving their units, selecting units to construct and initiating combat, diplomacy, etc. The slow nature of taking turns allows these kinds of strategy games to have very deep gameplay. The &#8220;Civilization&#8221; series, for example, allows players to determine what types of jobs their cities offer which, in turn, makes the city better at researching new technologies, farming to produce more food, etc.</div>
<div>Strategy games, in general, tend to focus on combat but turn-based strategy games often offer other ways to win. Sometimes diplomacy is an option or peaceful domination by means of political influence.</div>
<div>Examples: &#8220;Civilization&#8221; series, &#8220;Advance Wars&#8221;, &#8220;Fire Emblem&#8221;.</div>
<div>Real-time strategy: By far the most popular type of strategy game, RTS have become a staple of PC gaming. RTS games feature similar gameplay mechanics to their turn-based counterparts, but time is real in RTS games. Buildings and units are built over a period of time, rather than by turns, and units have no limitations on movement, just differing movement speeds.</div>
<div>RTS games generally have a player build a base, then take over an enemy&#8217;s base, though in the past few years they have evolved to feature much more varied missions.</div>
<div>They require one to think and make decisions quickly and are much faster paced than turn-based strategy games.</div>
<div>Some newer RTS games lean more toward action and feature less base-building and resource management. The &#8220;Dawn of War&#8221; series has a resource that is collected by taking over enemy fortifications.</div>
<div>Examples: &#8220;Warcraft&#8221; series, &#8220;Command and Conquer&#8221; series, &#8220;Dawn of War&#8221; series, &#8220;Company of Heroes,&#8221; &#8220;World in Conflict&#8221;.</div>
<div>Tactical strategy: Tactical strategy games are generally real-time, but feature no bases or resource gathering at all. They give you control over a small team of characters, like an RPG, but play like an RTS.</div>
<div>They differ from other RTS games in that the characters become much more important. They aren&#8217;t nameless drones that can be replaced, they are the only characters you have.</div>
<div>&#8220;Fire Emblem&#8221; is a popular turn-based tactical strategy and is famous for having characters die in the game permanently with no option to revive them.</div>
<div>Examples: &#8220;Jagged Alliance,&#8221; &#8220;Fire Emblem,&#8221; &#8220;X-com: UFO Defense&#8221;.</div>
<div>SPORTS GAMES</div>
<div>Sports games aim to recreate games of football, hockey, baseball, etc., as single player or multiplayer video games. They involve systems allowing players to switch control between virtual team members to get the most fun out of the given sport. Many sports franchises are released each year with updated rosters. Be wary though. Sometimes sports franchises get stale, doing little to differentiate one year&#8217;s game from the previous year&#8217;s game.</div>
<div>Examples: Madden series, NHL series, NBA series, &#8220;Winning Eleven&#8221; (soccer).</div>
<div>RACING GAMES</div>
<div>Racing games are separated from sports games because they have evolved into their own genre consisting mostly of racing simulator and arcade racing games:</div>
<div>Simulation: Racing simulators like &#8220;Gran Turismo&#8221; and &#8220;Forza&#8221; aim to recreate the experience of driving, then give the player very expensive cars in which to drive very fast. There are many F1 and NASCAR simulations as well as racing games that feature modifiable consumer cars. The cars generally handle like their real life counterparts, so a lot of care is needed to drive them well. Racing simulations often have steep learning curves for beginners but many gamers love them. Racing simulations tend to have in depth customization options for the cars and each individual car controls uniquely.</div>
<div>Examples: &#8220;Forza Motorsport,&#8221; &#8220;Gran Turismo,&#8221; &#8220;Race Driver,&#8221; &#8220;Colin Mc- Crae&#8221;.</div>
<div>Arcade: Arcade racing games remove most of the realism from racing and focus on speed and quick fun. Many arcade racers feature larger than life characters and unrealistic vehicles and vehicle physics. These kinds of games are easier to get into than simulations, but the best of them are deep enough that they require time to master the mechanics.</div>
<div>Examples: &#8220;Mario Kart&#8221; series, &#8220;Burnout&#8221; series, &#8220;Diddy Kong Racing&#8221;.</div>
<div>Many racing games feature elements of both simulation and arcade racing games, so it&#8217;s a good idea to do some research into that particular genre if you are only interested in one or the other.</div>
<div>PUZZLE GAMES</div>
<div>Puzzle games are an increasingly popular genre. They are generally simple concept like stacking blocks or popping bubbles, but with clever design twists that make them addictive and compelling. The most well-known example is &#8220;Tetris&#8221;, where you strategically stack different shaped blocks that fall and increasing speed. Puzzle games are often simple for anyone to pick up and are a lot of fun. They can be great introductions for burgeoning gamers.</div>
<div>Examples: &#8220;Tetris,&#8221; &#8220;Bust-a-move,&#8221; &#8220;Puyo-pop&#8221;.</div>
<div>There you have it &#8212; my takes on game genres for the uninitiated, now go forth and play!</div>
<div>WHAT I&#8217;M PLAYING</div>
<div>I got &#8220;Spore&#8221; from the EA Online store and installed it the moment it was released. So far I love it. Some of the gameplay can be a bit repetitive and is not in itself revolutionary, but the social aspects of it and the creation tools are very much revolutionary. I&#8217;ll be reviewing it in full in two weeks.</div>
<div><strong>Calen</strong> <strong>Henry</strong> is a graduate of Japanese studies and multimedia at McMaster University. He grew up in Owen Sound, has been a gamer since childhood. He is currently on an internship in Geneva, Switzerland.</div>
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<p>© 2008 Osprey Media Group Inc. All rights reserved.</p>
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		<title>RPGs aren&#8217;t for everyone</title>
		<link>http://www.calen.ca/2008/08/rpgs-arent-for-everyone/</link>
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		<pubDate>Thu, 28 Aug 2008 17:50:20 +0000</pubDate>
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		<description><![CDATA[Owen Sound Sun Times (On) Thursday, August 28, 2008 Two weeks ago I began an introduction to game genres. Action games, adventure games and music games were covered. This week I&#8217;ll continue with RPGs. ROLE-PLAYING GAMES (RPGS) Any game could be considered a &#8220;role-playing game&#8221;, but the genre classification comes from pen and paper RPGs [...]]]></description>
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<h2><span style="font-weight: normal; font-size: 13px;">Owen Sound Sun Times (On) </span></h2>
<p>Thursday, August 28, 2008</p>
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<div>Two weeks ago I began an introduction to game genres. Action games, adventure games and music games were covered. This week I&#8217;ll continue with RPGs.</div>
<div>ROLE-PLAYING GAMES (RPGS)</div>
<div>Any game could be considered a &#8220;role-playing game&#8221;, but the genre classification comes from pen and paper RPGs like &#8220;Dungeons &amp; Dragons.&#8221;</div>
<div>Like their paper ancestors, video game RPGs emphasize character customization and development, epic, far-reaching stories and collecting loot.</div>
<div>An RPG generally creates a large world for the player to explore, with one main story to follow and many optional side quests. Progress through the game rewards players with experience points (XP) and better equipment (armour, weapons, etc.). The more XP a player has the stronger their character becomes. Players are also often rewarded with more varied ways for their character to interact with the world.</div>
<div>RPGs usually focus on combat, giving players the option of hand-to-hand, ranged attacks and some kind of magic, mutation, cybernetic ability, etc.</div>
<div>RPGs are often differentiated by certain key game design choices.</div>
<div>SINGLE CHARACTER VS. PARTY</div>
<div>RPGs can focus on playing and developing one character or a set of characters. Single character RPGs tend to be very personal as the player develops one character who is very deeply characterized, or because the player is treated as the character, seeing through the character&#8217;s eyes and being directly addressed by game characters.</div>
<div>Party-based RPGs usually develop inter- character relationships and allow characters to experience different aspects of the game play rather than focusing on one fighting style.</div>
<div>There are two types of party-based RPGs, those where the player controls all the characters, especially during combat, and those where the player controls one main character but influences the character development of the party members, often giving them orders as the leader of a squad.</div>
<div>Single Character RPGs: &#8220;Morrowind,&#8221; &#8220;Oblivion,&#8221; &#8220;Fable.&#8221;</div>
<div>Party-based RPGS: &#8220;Baldur&#8217;s Gate,&#8221; &#8220;Dungeon Siege,&#8221; &#8220;Mass Effect.&#8221;</div>
<div>TURN-BASED COMBAT VS. REAL-TIME COMBAT</div>
<div>The phrase &#8220;real-time&#8221; comes up frequently in video games and it simply means that events happen as they would in real life, with time always passing.</div>
<div>In real-time RPGs, during combat giving an attack command makes the character attack and you are free to run around like in an action game. The enemies can do the same. It&#8217;s a bit like a fighting game, but your character&#8217;s statistics determine how well you do, in conjunction with your attacks.</div>
<div>Turn-based RPG combat involves you giving a command or a series of commands which are then acted out in sequence with the enemy attacks, like moves in chess. Turn-based combat tends to feel slower but can also be much more tactical since players have more time to think through the attacks.</div>
<div>Real-time RPGs: &#8220;Oblivion,&#8221; &#8220;Fable,&#8221; &#8220;Mass Effect.&#8221;</div>
<div>Turn-based: &#8220;Fallout,&#8221; &#8220;Early Final Fantasy,&#8221; &#8220;Dragon Quest.&#8221;</div>
<div>In addition to these genre conventions RPGs tend to fall into various subcategories.</div>
<div>ACTION RPG</div>
<div>These sorts of games are fast-paced and while they focus on character advancement they also tend to rely on twitch reflexes and can play like action games.</div>
<div>They are good places for new RPG players to start as they feel less obtuse than more traditional RPGs.</div>
<div>Examples: &#8220;Diablo,&#8221; &#8220;Dungeon Siege,&#8221; &#8220;Mass Effect,&#8221; &#8220;X-men: Legends,&#8221; &#8220;Marvel: Ultimate Alliance,&#8221; &#8220;Kingdom Hearts.&#8221;</div>
<div>J-RPG</div>
<div>This is the gamer term for RPGs that originate in Japan. Japanese RPGs often fall under their own sub-genre because they tend to be different from RPGs that originate elsewhere in the world.</div>
<div>Many of the earliest RPGs were from Japan and featured party-based game play with random battles.</div>
<div>As characters walk through the game world battles appear at random and the majority of XP gained in the game is through these battles.</div>
<div>The &#8220;Final Fantasy&#8221; series is the most famous of J-RPG games.</div>
<div>J-RPGs also tend to be influenced by Japanese animation (anime) and feature strange sci-fiworlds populated by all sorts of strange creatures.</div>
<div>The most polarizing characteristic of J-RPGs for many gamers is their focus on dialogue and cut scenes. Much of the game time is often spent reading character dialogue as the stories are complex and compelling. Some players love the engrossing stories and others find the expository style boring, it&#8217;s really up to personal preference. My personal favourite J-RPG is &#8220;The World Ends with You.&#8221; It&#8217;s quite unconventional and worth a look.</div>
<div>Examples: &#8220;Final Fantasy,&#8221; &#8220;Chrono Trigger,&#8221; &#8220;Dragon Quest,&#8221; &#8220;Kingdom Hearts.&#8221;</div>
<div>In two weeks I&#8217;ll finish up game genres, hopefully leaving readers with some helpful insight into their confusing world.</div>
<div>WHAT I&#8217;VE BEEN PLAYING</div>
<div>&#8220;Jump Ultimate Stars&#8221;: This game is basically &#8220;Super Smash Bros.&#8221; for the DS. It plays very much like &#8220;Smash Bros.&#8221; but has a much more rich out single-player campaign. The local multiplayer is great and it has Wi-fi.</div>
<div>The catch: it&#8217;s only out in Japan and will never come out here because of difficulty getting the licenses for all the anime. It has a steep learning curve to figure out the controls and how to make teams of characters, but after that it&#8217;s fairly easy to play without Japanese knowledge, and it&#8217;s worth it, it&#8217;s a great game. There are quite a few FAQs and translations to help, since it&#8217;s a popular import and with good reason.</div>
<div><strong>Calen</strong> <strong>Henry</strong> is a graduate of Japanese Studies and Multimedia at McMaster University. He grew up in Owen Sound and has been a gamer since childhood. He is currently on an internship in Geneva, Switzerland.</div>
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<p>© 2008 Osprey Media Group Inc. All rights reserved.</p>
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		<title>Games come in many varieties</title>
		<link>http://www.calen.ca/2008/08/games-come-in-many-varieties/</link>
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		<pubDate>Thu, 14 Aug 2008 17:47:15 +0000</pubDate>
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				<category><![CDATA[Columns]]></category>

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		<description><![CDATA[Owen Sound Sun Times (On) Thursday, August 14, 2008 All gamers have types of games they like. Some may like all of them, some may like a vary narrow range. As a non-gamer, a beginning gamer or even a parent looking to shop for a gaming child, game types or genres can be quite confusing. [...]]]></description>
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<h2><span style="font-weight: normal; font-size: 13px;">Owen Sound Sun Times (On) </span></h2>
<p>Thursday, August 14, 2008</p>
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<div>All gamers have types of games they like. Some may like all of them, some may like a vary narrow range. As a non-gamer, a beginning gamer or even a parent looking to shop for a gaming child, game types or genres can be quite confusing.</div>
<div>The next few columns will serve as an introduction to the most common genres, with this week&#8217;s covering action games, adventure games as well as music games. After each description is a list of some quality games in that genre.</div>
<div>ACTION GAMES</div>
<div>These sorts of games often rely on reflexes and pattern recognition more than strategy, tactics or problem solving.</div>
<div>Today&#8217;s action games most often fall under one or more sub-categories, though may are still simply dubbed &#8220;Action.&#8221;</div>
<div>Examples: Pac-Man, Defender, Contra, Devil May Cry series, Ninja Gaiden series.</div>
<div>PLATFORMER</div>
<div>This genre comes from games like Super Mario Bros. and Sonic the Hedgehog.</div>
<div>Platformers come in both two dimensional and three dimensional variants. 2D platformers feature long, linear levels with many ledges to jump on and pits to fall in. 3D platformers involve large levels with lots of open space and many platforms to jump between.</div>
<div>Both genres focus on the players ability to judge distances and nimbly leap between ledges, while avoiding pits and enemies.</div>
<div>Well-made platformers appeal to gamers of all ages, they feature themes suitable for children, but have engaging gameplay for players of all ages.</div>
<div>Examples: Rayman series, Mario series, Sonic the Hedgehog series, Psychonauts, Earthworm Jim</div>
<div>FIGHTING</div>
<div>These games focus on combat, usually between two characters.</div>
<div>Most fighting games feature special moves where specific combinations of buttons result in more powerful attacks. Players are also rewarded for landing consecutive blows on opponents.</div>
<div>Fighting games are popular for multiplayer, as two or more players can play simultaneously.</div>
<div>Some fighting games like Nintendo&#8217;s Super Smash Bros. series do not feature intricate combos and can be more accessible to players not accustomed to fighting games.</div>
<div>Due to the nature of their content fighting games are generally suitable for teenage gamers and older.</div>
<div>Examples: Street Fighter series, Soul Calibur series, Tekken series, Mortal Kombat series.</div>
<div>FIRST PERSON SHOOTER</div>
<div>FPS games are incredibly popular and equally diverse in their content. At heart an FPS is a game where the player sees the game world through a character&#8217;s eyes. This usually results in looking down the barrel of a gun.</div>
<div>The player controls movement and where their character looks.</div>
<div>Early FPS games simply had players eliminate enemies, collect keys and find the exit to each level, but they have since become much more complex and are often very cinematic.</div>
<div>FPS games are very popular as multiplayer games, usually over the Internet. Top quality FPS games deliver a cinematic experience, responsive controls and good online play.</div>
<div>There are some games, like Gears of War, which adhere to many of the conventions of FPS games but are viewed from over the character&#8217;s shoulder. These are referred to as Third Person Shooters.</div>
<div>First and third person shooters tend to be violent and have mature content, but some are suitable for younger teens.</div>
<div>Examples: Call of Duty series, Half- Life series, Doom series, Halo series, Dark Forces/Jedi Knight Series.</div>
<div>ADVENTURE GAMES</div>
<div>One of the earliest genres, adventure games, have begun to recover from an almost complete disappearance in the late 1990s and early 2000s.</div>
<div>Early adventure games were essentially interactive novels, consisting entirely of text. In the early 1990s graphics were added and the point-and- click interface became standard. Adventure games usually involve complex and engrossing stories wherein the players unravels the plot&#8217;s mysteries by moving an on-screen character around to interact with the environment.</div>
<div>Adventure games differ from action games in their pace; they are slow. Time is spent scouring the locales for clues that are later assembled to advance the story.</div>
<div>Adventure games are usually very cerebral, involving a lot of problem solving and lateral thinking. The genre eventually became a niche and almost died out. Games like Zak and Wiki and Phoenix Wright have breathed new life into the genre and made it more approachable.</div>
<div>The resurgence has led some older adventure franchises, such as Sam &amp; Max, to be resurrected.</div>
<div>Some older adventure games have more mature plots and are suitable for gamers around 14, while others are designed with younger gamers in mind.</div>
<div>Examples: Day of the Tentacle, Sam &amp; Max Hit the Road, Phoenix Wright series, Zak &amp; Wiki.</div>
<div>MUSIC GAMES</div>
<div>Any game that centres around responding to musical cues is called a music game. This makes the genre quite diverse.</div>
<div>The most popular music games are</div>
<div>Guitar Hero and Rock Band. These games use custom controllers to emulate the feel of playing a musical instrument while players press buttons along with the music to aurally emulate playing an instrument.</div>
<div>Music games are extremely popular in Japan, especially in arcades, and some of the wacky Japanese music games on home console are starting influence the North American market.</div>
<div>There are numerous music games that do not feature custom controllers. Elite Beat agents and Rhythm Heaven (coming out in October) features silly, unrealistic scenarios all tied together by player response to music. While music games won&#8217;t make you a better musician, they can help improve your sense of rhythm and hand/eye co-ordination. Plus they&#8217;re really fun. Most music games are well-suited to gamers of all ages, though the very young may lack the hand/eye co-ordination to enjoy them.</div>
<div>I hope that clears up some of the genres out there. In two weeks I&#8217;ll be focusing on roleplaying and strategy games.</div>
<div><strong>Calen</strong> <strong>Henry</strong> is a graduate of Japanese studies and multimedia at McMaster University. He grew up in Owen Sound, has been a gamer since childhood and is also interested in music and film.</div>
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<p>© 2008 Osprey Media Group Inc. All rights reserved.</p>
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		<title>Non-games have a place too</title>
		<link>http://www.calen.ca/2008/07/non-games-have-a-place-too/</link>
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		<pubDate>Thu, 31 Jul 2008 17:45:14 +0000</pubDate>
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		<description><![CDATA[Owen Sound Sun Times (On) Thursday, July 31, 2008 Nintendo&#8217;s DS seemed like a ridiculous idea when it was first revealed; why would anyone need two screens and want to play games with a touch screen? It turns out millions of people do, and not just games. In Japan you can improve your calligraphy skills, [...]]]></description>
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<h2><span style="font-weight: normal; font-size: 13px;">Owen Sound Sun Times (On) </span></h2>
<p>Thursday, July 31, 2008</p>
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<div>Nintendo&#8217;s DS seemed like a ridiculous idea when it was first revealed; why would anyone need two screens and want to play games with a touch screen?</div>
<div>It turns out millions of people do, and not just games.</div>
<div>In Japan you can improve your calligraphy skills, learn English from zombies, paint by numbers, learn new recipes, practise for any number of tests, improve your skills and almost any major language, and even make and share music all on Nintendo&#8217;s DS.</div>
<div>Gaming is looked upon differently in Japan than other markets. Everyone plays video games in Japan, young and old. Since such a varied demographic exists, non-games are quite successful.</div>
<div>Non-games have been trickling over to North America for a few years. The most successful so far has been Brain Age, a non-game devised by a Japanese neuroscientist to help keep your mind healthy. It was interesting, but I just found it made me feel like I wasn&#8217;t very smart.</div>
<div>The DS in particular has excelled at non-gaming for the very reason it looked silly at first, the touch screen. The touch screen can recognize writing, can be used as an onscreen keyboard and is just more natural than buttons for non-gaming.</div>
<div>The Japanese market is flooded with non-games and I&#8217;ve picked up a few, either to help me learn Japanese, or just for fun.</div>
<div>The non-games that fascinate me are the ones for making music, and the coolest one so far, the Korg DS-10, just came out in Japan and will be coming to North America in October.</div>
<div>The DS-10 is a full-fledged synthesizer/ sequencer for the DS. It&#8217;s a recreation of the Korg MS-10, released in 1978. It was a fairly straight forward consumer level synthesizer that was about $700. Now it&#8217;s about $50 and it&#8217;s on DS. I&#8217;ve been playing around with the Japanese version (available from <a href="http://play-asia.com/" target="_blank">play-asia.com</a>)and it&#8217;s very, very cool, and, conveniently, entirely in English.</div>
<div>While it may sound strange to release a DS version of a vintage synthesizer it actually makes a lot of sense. Synthesizers have been gaining popularity ever since the mid 1990&#8242;s. Many popular electronic acts since then have prominently used synths and the practice has spread to mainstream rock, indie rock and metal bands. Now everybody with a DS can try their hand at it.</div>
<div>In University I took an intro to electronic music course where I learned the basics of synthesized music. It helps to understand the DS-10; it can be intimidating. It&#8217;s not a game and it won&#8217;t teach you how to use it, but if you mess around with it long enough you can figure stuff out, plus any documentation about synthesizers will help.</div>
<div>Here&#8217;s how it works:</div>
<div>You choose a file to work on and it gives you 16 different one-bar loops, so 16 different counts of 1, 2, 3, 4 that repeat. Each one of those lets you program 2 separate synthesizer tones with drums. After you&#8217;ve set up your different loops they are set up in a grid and you tap one to play it. It&#8217;s essentially how all electronic music is made, and it&#8217;s all on your DS.</div>
<div>Everything can be customized. You pick the individual sounds of each drum and how the synths sound. Then you program a drum beat and one or two different melodies.</div>
<div>After that&#8217;s done you can oscillate the sound through patch editing. It lets you modulate the volume and other parameters to vary your sample a bit. You can then add effects like flange and chorus and even use a touch interface to change how your sample sounds as it plays back, modulating it up and down a variety of scales and modes in real time.</div>
<div>When playing your actual samples you can tap them out and record in real time or you can program them as they constantly loop, showing you your changes. You can even swing the loops so it sounds kind of jazzy.</div>
<div>After you&#8217;ve set up a sample you can use the onscreen keyboard to play along with your programmed drums and synths in real-time.</div>
<div>The Interface is very easy to use if you are familiar with either synthesizers or recording equipment, but would probably be intimidating otherwise.</div>
<div>That being said, if you have a DS and you want to get into synthesizers this is a pretty cheap way to do it and it feels more natural than using a computer mouse and keyboard to play a synthesizer.</div>
<div>I&#8217;ve finally gotten around to playing The Legend of Zelda: Ocarina of Time.</div>
<div>I didn&#8217;t have a Nintendo 64, so I missed out when it was new. Well, it&#8217;s amazing. I&#8217;d started playing it numerous times, but I&#8217;ve gotten quite far this time.</div>
<div>At first it feels very confusing and different from 2D Zelda games, but after a couple of Dungeons it all starts to click. It plays just like a 2D Zelda, but in 3D.</div>
<div>I recommend it to anyone who likes Zelda games or action/adventure games. It&#8217;s available on Gamecube (though hard to find) and on the Wii&#8217;s Virtual Console.</div>
<div>The graphics are showing their age a bit, but everything else about the game still feels fresh. The story is great and the gameplay is fun.</div>
<div>The lock-on targeting system works very well and was a revelation when the game first came out.</div>
<div>I must say though, some of the bosses are very frustrating. I&#8217;m in fact stuck on one right now so I&#8217;ve been jumping back to Mass Effect.</div>
<div>It&#8217;s a big game, but I&#8217;ve also been playing it very slowly. I&#8217;m still enthralled by it. I love the mix of RPG and shooter elements and the story, animation and voice acting are all remarkable.</div>
<div><strong>Calen</strong> <strong>Henry</strong> is a graduate of Japanese Studies and Multimedia at McMaster University. He grew up in Owen Sound, has been a gamer since childhood and is also interested in music and film.</div>
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<p>© 2008 Osprey Media Group Inc. All rights reserved.</p>
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